One player keeps everyone in a cutscene they all wanted to skip
If skipping a shared cutscene needs everyone to agree, a single person can make the whole team sit through it. The plain skip rate does not show this. This entry shows how to measure how many people wanted out versus how often the group actually got out.
Why this works
A single rate mixes what people want with what the rule allows. Measure the wish and the outcome apart, and the gap between them points at the rule instead of the scene, so you fix the right thing.
When not to use it
Do not use it where the scene is meant to be unskippable, such as a key reveal, or where the group is only ever two people. Then wanting out is a story choice, not a flaw; test the writing instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 42 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "One player keeps everyone in a cutscene they all wanted to skip" (read_entry cutscene-skip-wish-versus-group-skip) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP